3.1 (preliminary changelog) Added OpenGL ES 2.0 renderer. Visual shader editor. New PBR output nodes. Conversion between Vector3 and scalar types is now automatic. Ability to create custom nodes...
I like Godot more than unity for quite a few reasons but it will be a long while before it overtakes Unity (if it ever does) due to the years of existing experience indie developers have on the...
I like Godot more than unity for quite a few reasons but it will be a long while before it overtakes Unity (if it ever does) due to the years of existing experience indie developers have on the engine.
With Unity's ECS/Jobs/Burst combo performance is less of an issue than it ever has been and the knowledge and tutorials around that aspect will surely only grow in time, where as Godot's performance is a bit rough unless you decide to use C++ and even then you're still limited to the slower node-based system (unless you somehow replace that too, but that's a lot of work)
I haven't used it yet but there's been a lot of work put in to it recently and lots of bugfixes submitted. It'll be a while before we see any performance improvements but it's usable and has...
I haven't used it yet but there's been a lot of work put in to it recently and lots of bugfixes submitted. It'll be a while before we see any performance improvements but it's usable and has better warnings.
The pull request can be found here which has some more details if you're interested.
3.1 (preliminary changelog)
Added
return
statement,class_name
to register scripts as classes.trim_prefix()
,trim_suffix()
,lstrip()
,rstrip()
.min()
andmax()
to return the smallest and largest value respectively.popup_closed
signal forColorPickerButton
.SceneTree.multiplayer_api
/SceneTree.custom_multiplayer_api
), can now be extended.Input.set_default_cursor_shape()
to change the default shape in the viewport.PopupMenu
s.TileMode
is now exposed to GDScript.OS.get_ticks_usec()
is now exposed to GDScript.SurfaceTool
.GROW_DIRECTION_BOTH
for Controls.Image.bumpmap_to_normalmap()
to convert bump maps to normal maps.File.get_path()
andFile.get_path_absolute()
.--print-fps
command line option to display frames per second to standard output.editor
andstandalone
feature tags to check whether the project is running from an editor or non-editor binary.Changed
is
GDScript keyword can now be used to compare a value against built-in types.OS.alert()
now uses Zenity or KDialog if available instead of xmessage.Fixed
Removed
Pretty cool, Godot will be the future, i never used Unity in depth, but since i touched godot there is no going back, godot is way easier to use
I like Godot more than unity for quite a few reasons but it will be a long while before it overtakes Unity (if it ever does) due to the years of existing experience indie developers have on the engine.
With Unity's ECS/Jobs/Burst combo performance is less of an issue than it ever has been and the knowledge and tutorials around that aspect will surely only grow in time, where as Godot's performance is a bit rough unless you decide to use C++ and even then you're still limited to the slower node-based system (unless you somehow replace that too, but that's a lot of work)
Cool, messed around with godot a few months ago. Very good engine imo, excited for it's future.
Most interested in the static typing
I haven't used it yet but there's been a lot of work put in to it recently and lots of bugfixes submitted. It'll be a while before we see any performance improvements but it's usable and has better warnings.
The pull request can be found here which has some more details if you're interested.